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845 lars 1
// EF2 Level Script File
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//
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// Level:		map3b.bsp
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// Script By:		Cortex, Argyle, ltiefland
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// Geometry By:		Argyle, Cortex, Alpharaptor
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// Created on:		17/11/03
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// Last Edited on:  20/01/07
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// Last Edited by:	ltiefland
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#include "maps/global_scripts/global_archetype.scr"
11
#include "maps/global_scripts/global_common.scr"
12
#include "maps/global_scripts/global_playerLoadout.scr"
13
#include "maps/global_scripts/global_debugUtils.scr"
14
#include "maps/global_scripts/global_array.scr"
15
#include "maps/global_scripts/global_math.scr"
16
#include "maps/global_scripts/global_acceleratedMovement.scr"
17
#include "maps/attackplayer.scr"
18
 
19
void jeff_door_open();
20
void jeff_door_close();
21
void ff1();
22
void ff2();
23
void ff3();
24
void switch_open();
25
void lever_move();
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void alexia_walk();
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void door_field_active();
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void spotted();
29
//void spotted_action();
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void trap_activation();
31
void north();
32
void east();
33
void south();
34
void west();
35
void neil_find();
36
void sarah_find();
37
void levelchange();
38
 
39
 
40
//-----------------------------MAP3EX ORIGINAL SCRIPT------------------------------------------------------------
41
 
42
void jeff_door_open()
43
{
44
	$latch.time( 0.2 );
45
	$latch.movedown(4);
46
	$latch.playsound( "sound/environment/metal/panel_close1.wav" );
47
	wait(1);
48
	$latch.bind( $jeff_door_origin );
49
	$jeff_door.bind( $jeff_door_origin );
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	$jeff_door_origin.time( 2.5 );
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	$jeff_door_origin.playsound( "sound/doors/drull_smldoor_01.wav" );
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	$jeff_door_origin.rotateto( '0 90 0' );
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	waitfor( $jeff_door_origin );
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	$jeff_door_origin.playsound( "sound/doors/drull_smldoor_stop_01.wav" );
55
}
56
 
57
void jeff_door_close()
58
{
59
	$latch.bind( $jeff_door_origin );
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	$jeff_door.bind( $jeff_door_origin );
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	$jeff_door_origin.time( 2.5 );
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	$jeff_door_origin.playsound( "sound/doors/drull_smldoor_01.wav" );
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	$jeff_door_origin.rotateto( '0 0 0' );
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	waitfor( $jeff_door_origin );
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	$jeff_door_origin.playsound( "sound/doors/drull_smldoor_stop_01.wav" );
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	wait(1);
67
	$latch.time( 0.2 );
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	$latch.moveup(4);
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	$latch.playsound( "sound/environment/metal/panel_close1.wav" );
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}
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72
 
73
void ff1()
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{
75
	$cor_ff1.show();
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	$cor_ff1.solid();
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	$cor_ff1.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	$cor_ff1.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	$ff2_trig.triggerable();
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}
81
 
82
void ff2()
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{
84
	$cor_ff2.show();
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	$cor_ff2.solid();
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	$cor_ff2.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	$cor_ff2.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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}
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90
void ff3()
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{
92
	$cor_ff3.show();
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	$cor_ff3.solid();
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	$cor_ff3.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	$cor_ff3.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	$ff2_trig.triggerable();
97
}
98
 
99
void switch_open()
100
{
101
	$lever_door.movewest(1);
102
	wait(0.1);
103
	$lever_door.movenorth(35);
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	$lever_door.time(2);
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	$lever_door.playsound( "sound/ships/forever/for_gravpanel.wav", 1, 1, 11111 );
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	waitfor( $lever_door );
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	$lever_door.playsound( "sound/ships/forever/for_gravpanelstop.wav", 1, 1, 11111 );
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}
109
 
110
void lever_move()
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{
112
	$lever_one.time(0.2);
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	$lever_one.movedown(15);
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	$player.playsound( "sound/environment/metal/panel_close1.wav");
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	wait(0.2);
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	$player.playsound("sound/environment/computer/lcars_yes.wav");
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	$alexia.notsolid();
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	$alexia.hide();
119
	$alexia1.solid();
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	$alexia1.show();
121
	$door_field.hide();
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	$door_field.notsolid();
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	$door_field.stoploopsound();
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}
125
 
126
void alexia_walk()
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{
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	$alexia.walkto( "$alexia_nav1", "walk" );
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	waitfor( $alexia );
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	$alexia.walkto( "alexia_nav2", "walk" );
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	waitfor( $alexia );
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	$alexia.walkto( "$alexia_nav3", "walk" );
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	waitfor( $alexia );
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	$alexia.hide();
135
	$alexia.notsolid();
136
	$alexia1.show();
137
}
138
 
139
void door_field_active()
140
{
141
	$door_field.show();
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	$door_field.solid();
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	$door_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	$door_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	$lever.triggerable();
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}
147
 
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void spotted()
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{
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	//$office_field.solid();
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	//$spotted_trigger2.nottriggerable();
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	//$spotted_trigger3.nottriggerable();
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	//$spotted_trigger4.nottriggerable();
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	$emma.removeactorweapon( "EnterpriseDatapad" );
155
	$emma.anim( "idle" );
156
	$emma.turntoangle( 160 );
157
	$emma.headwatchtarget( "player" , 7 );
158
 
159
	wait(0.5);
160
 
161
	$emma.anim( "tap_comm" );
162
	waitforanimation( $emma, "tap_comm" );
163
	$player.playsound( "sound/misc/player/communicatorbeep.wav", 1, 1, 11111 );
164
	$emma.anim( "idle" );
165
	$alexia1.anim( "idle" );
166
	wait(0.2);
167
	$alexia1.turntoangle( 60 );
168
	$alexia1.headwatchtarget( "player" , 7 );
169
	$comp_screen.hide();
170
	$office_door.lock();
171
	$sick_door.lock();
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	//$office_field.show();
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	$office_field2.show();
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	$office_field2.solid();
175
	$office_field2.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
176
	$office_field2.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	wait(0.3);
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	//$office_door_field.show();
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	//$office_door_field.solid();
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	//$office_door_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	//$office_door_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	wait(0.3);
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	$sick_door_field.show();
184
	$sick_door_field.solid();
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	$sick_door_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
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	$sick_door_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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	AIShowGroup    ( 668, "Federation" );
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	$security3.ai_on();
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	$security4.ai_on();
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	CommandToGroup ( 668 , "groupactortype" , "enemy" , "");
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	CommandToGroup ( 668 , "visiondistance" , "4000" , "" );
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	CommandToGroup ( 668 , "fov" , "360" , "" );
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	CommandToGroup ( 668 , "attack" , "$player" , "" );
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}
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198
void spotted_action()
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{
200
}
201
 
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void trap_activation()
203
{
204
	$west_trigger.triggerable();
205
}
206
 
207
void north()
208
{
209
	$north_field.show();
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	$north_field.solid();
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	$north_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
212
	$north_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
213
 
214
	$sarah_find_trig.nottriggerable();
215
	$neil_find_trig.nottriggerable();
216
	$east_trigger.triggerable();
217
	$south_trigger.triggerable();
218
}
219
 
220
void east()
221
{
222
	$east_field.show();
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	$east_field.solid();
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	$east_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
225
}
226
 
227
void south()
228
{
229
	$south_field.show();
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	$south_field.solid();
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	$south_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
232
	$south_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
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}
234
 
235
void west()
236
{
237
	$west_field.show();
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	$west_field.solid();
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	$west_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
240
	$west_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
241
 
242
	$sarah_find_trig.nottriggerable();
243
	$neil_find_trig.nottriggerable();
244
	$east_trigger.triggerable();
245
	$south_trigger.triggerable();
246
}
247
 
248
void neil_find()
249
{
250
	$neil.solid();
251
	$neil.show();
252
 
253
	$neil.walkto( "$neil_nav1", "walk" );
254
	waitfor( $neil );
255
	$neil.walkto( "$neil_nav2", "walk" );
256
	waitfor( $neil );
257
	$neil.walkto( "$neil_nav3", "walk" );
258
	waitfor( $neil );
259
	$neil.headwatchtarget( "player" , 7 );
260
	$neil.anim( "tap_comm" );
261
	waitforanimation( $neil, "tap_comm" );
262
	$neil.playsound( "sound/misc/player/communicatorbeep.wav", 1, 1, 11111 );
263
	$neil.anim( "idle" );
264
 
265
	$east_field.show();
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	$east_field.solid();
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	$east_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
268
	$east_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
269
 
270
	$sarah_find_trig.nottriggerable();
271
	$south_trigger.triggerable();
272
}
273
 
274
void sarah_find()
275
{
276
	$sarah.solid();
277
	$sarah.show();
278
 
279
	$sarah.walkto( "$sarah_nav1", "walk" );
280
	waitfor( $sarah );
281
	$sarah.walkto( "$sarah_nav2", "walk" );
282
	$sarah.headwatchtarget( "player" , 7 );
283
	$sarah.anim( "tap_comm" );
284
	waitforanimation( $sarah, "tap_comm" );
285
	$sarah.playsound( "sound/misc/player/communicatorbeep.wav", 1, 1, 11111 );
286
	$sarah.anim( "idle" );
287
 
288
	$south_field.show();
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	$south_field.solid();
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	$south_field.playsound( "sound/ships/borg/borg_forcefield_on.wav", 1, 1, 11111 );
291
	$south_field.loopsound( "sound/ships/enterprise/ent_forcefield.wav", .7, 30 );
292
 
293
	$neil_find_trig.nottriggerable();
294
	$east_trigger.triggerable();
295
}
296
 
297
void levelchange()
298
{
299
      stuffcmd("map map4 \n");
300
}
301
 
302
 
303
void main()
304
{
305
 
306
//-----------------------MAP3EX ORIGINAL SCRIPT--------------------------------
307
	$cor_ff1.hide();
308
	$cor_ff2.hide();
309
	$cor_ff3.hide();
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	$cor_ff1.notsolid();
311
	$cor_ff2.notsolid();
312
	$cor_ff3.notsolid();
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	$ff2_trig.nottriggerable();
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	//$office_door_field.notsolid();
315
	//$office_field.notsolid();
316
	//$office_field.hide();
317
	$office_field2.hide();
318
	$sick_door_field.notsolid();
319
	$sick_door_field.hide();
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	//$office_door_field.hide();
321
	//$office_field.hide();
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	$office_field2.hide();
323
	$sick_door_field.hide();
324
	$door_field.hide();
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	$door_field.hide();
326
	$door_field.notsolid();
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	$lever.nottriggerable();
328
	//--------------------------------------------------
329
	$alexia.ai_off();
330
	$alexia.anim( "idle" );
331
	$alexia.removeactorweapon( "CompressionRifle" );
332
	$alexia.useactorweapon( "none" );
333
	$alexia.pushable( 0 );
334
 
335
	$emma.ai_off();
336
	$emma.anim( "idle" );
337
	$emma.removeactorweapon( "CompressionRifle" );
338
	$emma.useactorweapon( "none" );
339
	$emma.pushable( 0 );
340
	$emma.useactorweapon( "EnterpriseDatapad" );
341
	$emma.anim( "ent-datapad-use" );
342
 
343
	$alexia1.ai_off();
344
	$alexia1.anim( "ent-table-gesture2" );
345
	$alexia1.removeactorweapon( "CompressionRifle" );
346
	$alexia1.useactorweapon( "none" );
347
	$alexia1.pushable( 0 );
348
	$alexia1.notsolid();
349
	$alexia1.hide();
350
 
351
	$neil.ai_off();
352
	$neil.anim( "idle" );
353
	$neil.removeactorweapon( "CompressionRifle" );
354
	$neil.useactorweapon( "none" );
355
	$neil.pushable( 0 );
356
	$neil.hide();
357
	$neil.notsolid();
358
 
359
	$sarah.ai_off();
360
	$sarah.anim( "idle" );
361
	$sarah.removeactorweapon( "CompressionRifle" );
362
	$sarah.useactorweapon( "none" );
363
	$sarah.pushable( 0 );
364
	$sarah.hide();
365
	$sarah.notsolid();
366
 
367
	//-------------------------------------------------
368
	$security3.setgroupid ( 668 );
369
	$security3.pushable( 0 );
370
	$security3.giveactorweapon( "actorweapons/fed-compressionrifle.tik", 1.0 );
371
	$security3.useactorweapon( "CompressionRifle" );
372
 
373
	$security4.setgroupid ( 668 );
374
	$security4.pushable( 0 );
375
	$security4.giveactorweapon( "actorweapons/fed-compressionrifle.tik", 1.0 );
376
	$security4.useactorweapon( "CompressionRifle" );
377
 
845 lars 378
	$security3.hide();
379
	$security3.notsolid();
380
	$security4.hide();
381
	$security4.notsolid();
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	//-------------------------------------------------
383
	$east_trigger.nottriggerable();
384
	$south_trigger.nottriggerable();
385
	$west_trigger.nottriggerable();
386
 
387
	$north_field.hide();
822 lars 388
	$north_field.notsolid();
676 argyle 389
 
390
	$east_field.hide();
822 lars 391
	$east_field.notsolid();
676 argyle 392
 
393
	$south_field.hide();
822 lars 394
	$south_field.notsolid();
676 argyle 395
 
396
	$west_field.hide();
822 lars 397
	$west_field.notsolid();
676 argyle 398
 
680 argyle 399
 
400
	//Archetypes
401
        thread globalArchetype_Setup( $hint_lever, "hint_lever");
402
 
676 argyle 403
}